40 minutes ago, Norsehound said:"You say you die to accuracies and xi7s? Don't sail into Ackbar range."
No, your opponent is bringing an ISD of some form designed to kill ships as soon as possible, like a Cymoon with XI7s and H9s with Vader as a commander. He's gunning for your VSD- it's not something you can just avoid. Besides, what if Ackbar is sitting on an objective- you just concede all those points to him?
"Why MUST you deploy in the center of the board instead of in a corner as an artillery piece?"
after padding out your deployment, your VSD drops in some corner as a flanker piece. He deploys the rest of his ships in the opposite corner, then scoots the flotilla and all fighters to rejoin his formation. If you're lucky, your speed 2 VSD gets to maybe shoot something on turn 5-6 as it's chasing your opponent's ships. Voicing your complaints on the forum, other forum posters tell you, "You should have deployed your VSD in the center like you're supposed to, to make up for how slow they are, with Jerjerrod.""Why MUST you take second player if you have other first player ships?"
As second player Rieekan decides to camp with Yavaris on his extreme end of the board for Contested outpost and drop down to speed 0, allowing a flotilla forward to contest the outpost. Under Station assault and Solar corona, he's dropped down to speed 0, waiting for you to get close to him to engage.
In another situation you manage to do it. Your ISD crushes enemies, your fighters swat your opponents, and you've managed to win. Your DCAP VSD, on a flanking maneuver, never fired once in the entire match. You're wondering if it's a more efficient use of your points, or if you should buy Demolisher instead. You also figure that would make a better distraction on top of actually getting to the battle sooner. (This actually happened with me).
"Why MUST you run it light if it kills more ships on the way out or provides the ability to kill more?"
On the approach, your over-loaded VSD runs afowl of a 2x ISD list that deploys in such a way with the flanker at speed 3 and the anvil at speed 1. You're pinched between two ISDs that annihilate you easily with XI7s, then you wonder why you put so many points and your commander on a slow moving target.
"So you're using your other ships to beat UP those heavies or carriers right? You're not just sailing ships into death, conga line style right?"
Taking two VSDs, you prepare to pinch that MC75 that Sato is driving down the middle, thinking you can crush him in between you even though he's got projection experts out of a Pelta throwing shields on the gunnery-team equipped 75. After mauling both of your VSDs on the approach, he uses his side arcs to fire upon both ships, destroying them. He squeaks out of range before your fighters can catch up to it, and your Gladiator that rounds out the list is busy attacking the MC30 on the opposite side of the board. (this actually happened to me in a tournament setting, which is part of the reason I ended up in last place that day. I thought my 2x VSDs could handle it, since one would expect two mediums to finish a heavy.)
Cymoons/Raddus/squadrons: so, you're taking objectives that let you fight them right? Or one's that help you if you do face them, right? You can't prep for everything, so you're prepping for the fleets you either expect to face or know you need a good answer to, right? That's why I'm running 2 dust cloud objectives with Leia, because I need Cymoon protection.
Your opponent fields a list designed to make points off of killing ships and ignore the objective than allowing you to score points, jamming two ISDs at you and deploying to pick one ship off at a time. Even though you have contested outpost, suddenly there are two large ships focus-firing on your VSD.
To prepare a VSD list with everything you need to face it, you have to take...well, the upgrades of Tua and Brunsen, to give the ships the best protection they can and make up where the VSD is lacking. Especially in a field dominated by meta-popular heavies that melt ships if they can. When I field VSDs I take Contested Oupost / Station Assault / Solar corona as a baseline because I need to force my opponent to come to my table so that I can bludgeon him with my slow-*** ships. If I get crazy, I try Hyperspace assault with a wild VSD-I in hopes that I can pop out and use the VSD-I's battery at close range.
Knowing that VSDs in an assault roll will likely have to crawl across enemy fire, I pick situations where my opponents have to wade through my shots. Hence, a lot of objectives to that effect, and bidding deep for second player.
"So does the ISD. Why is THAT so expensive? I don't have enough for 5 raiders when I run the ISD, so fighters hurt me."
Yet the ISD has the capacity to command more amazing anti-fighter squadrons, a natural defense slot for ECM against large batteries, has two AA, a larger battery, and has greater protection than the VSD. I have also never heard anyone ask, "Why should I take ISDs? VSDs are cheaper and do a lot of the same things."
I think you're exactly right, and large ships just emphasize the shortcomings of the VSDs. Back in Wave 1, VSDs were nigh-insurmountable because there weren't a lot of large-battery ships flying around in order to punish their shortcomings. They really have been made obsolete by the ISD, true to lore, and they've been struggling with various updates since.
Gunnery team VSDs have the power to punch out lighter ships just as easily as they did in Wave 1 days. Problem is, as you say, it's vogue to run big ships. So now you have a choice; up-gun to fight toe-to-toe with other heavies that are present in most metas, or make your VSDs in such a way that won't hurt when you lose them.
FWIW, I think VSDs are one or two upgrades away from being the fantastic ships they should be. Give them some ability to move effective speed 3 and you got your flanker, or VSD-Is can make that lethal pounce they need when they wish. Give them more protective options and they can stand toe-to-toe with heavies and actually have their discount felt in a meta game, even if their batteries are smaller and they command less fighters.
This, as I've been debating. Those weaknesses I feel are speed and protection. Fix one definitively and the VSD has a way to compete.
Excellent post!
You forget that they are incredibly weak against squadrons. Well, I guess most ships are, but the vsd is both fairly large a target and so slow, so it's even worse.